Rogue
Base Class: Rogue

You have spent years gambling, manipulating, and perfecting the ways around ordinary playing cards. Playing a fair and honest game is an extremely rare occurrence for you, and because of it, you have won big time money. However, at the same time, it has also got you into a lot of trouble.

Cardslingers know how to handle playing cards well, this includes using them as throwable weapons and applying heavy injuries unexpectedly. This is also thanks to a type of magical gloves that allow you to infuse magic into almost any small object. This makes a deadly combination with your accurate throwing abilities with playing cards. Although they have knowledge of a vast amount of spells, they cannot cast them like a conventional wizard or sorcerer. Their magical gloves have the ability to steal other people's magic straight after it has been cast and store them into a card. 

You are a deadly force to be reckoned with as your attacks can come out of nowhere and without warning.

Runic Gloves

Starting at 3rd level, you gain proficiency in playing cards, throwing ranged attacks, sleight of hand, and arcana checks if you don't already. 

The Runic Gloves are gloves with appearance of your choosing but with a single rune branded into the back of each hand and a series of ancient magical markings branded throughout the inside. They serve as an extension of and a focus for your magical ability, enabling you to enhance your cards using different effects.

Runic Gloves and Playing Cards

With years of experience handling playing cards with simple magic tricks and deck manipulation, the Cardslinger can use normal playing cards as a ranged weapons. You can treat a regular set of playing cards as weapons with the following properties:

Weapon Name Cost Damage Weight Properties
Deck of Playing Cards 5 cp 1 Damage 1/16 lb. Finesse, thrown (range 20/60)



With your runic gloves, you are able to infuse magic into weapon with the thrown property to deal an additional 1d6 force damage.

Gamble

At the end of each short rest, a Cardslinger gains a number of Gamble Points equal to their Charisma modifier + 1 (minimum 1). You can spend a Gamble Point to apply a random effect to one of your cards before an attack is made. Draw from a deck of 52 (or 54 if the DM decides to discard or keep the joker cards) playing cards and your attack effect is determined by the suit and value of the card you drew. After drawing a card you cannot cancel the effect that is drawn and you must make an attack on a creature. Rolling a critical fail while an effect is drawn will result in a negative effect.

NOTES: 'X' = The number value of the card drawn. (Ace = 1, Jack = 11, Queen = 12, King = 13).

 

1. Spades - If your attack hits your target and after damage is dealt, the target vanishes and is taken out of the current plane of existence. They return back in the same position (or the nearest unoccupied space if occupied) after 'X' turns. If you critical fail, this effect happens to you.

2. Clubs - The card you threw multiplies when thrown with fire and ice properties. After the initial attack, make 'X' extra attack rolls to your target. All even rolls that hit will deal the players level as fire damage, and all Odd Rolls that hit will deal the players level as Cold Damage. If you critical fail, your feet will freeze in ice and your upper body will be set ablazed dealing your player level in fire damage. Your speed is also reduced to 0 until you use up all of your movement for the turn to break free.

3. Heart - If your attack hits your target, you may gain health equal to half of your Card Damage (rounded up) + 'X'. If you critical fail with a heart card drawn, you instead roll Damage on yourself and your initial target will gain health equal to half of your Card Damage (rounded down) + 'X'.

4. Diamond- If your attack hits your target and you have made your damage roll, the target is blinded for 'X'/2 turns (rounded down) and you become invisible until your next turn. If you critically fail, you become blinded for 'X'/2 turns (rounded down) and your target becomes invisible until their next turn. 

5. Black Joker- You throw the card with immense power, automatically hitting your target. Roll your player level amount of d12 as radient damage. You can decide whether to focus all of the damage into 1 target, or to have each creature in a 20 foot radius centered on your initial target to take the damage divided evenly (rounded down). Each creature hit must make a dexterity saving throw hit, taking half as much damage on a successful one. If you critically fail, nothing happens.

6. Red Joker- At the moment you draw this card and imbue magic into it, it immediately becomes volitile and explodes. Each creature in a 20 foot radius around you takes your player level amount of d8 of radiant damage and is knocked back 10ft from the center of the explosion. Each creature caught must make a dexterity saving throw. On a fail save, the creature is knocked prone. Your turn ends after damage.

Spell Thief

At 9th level, you may record a single 3rd level or lower spell that you have seen cast within the last minute on a card as an action. You may only have one spell mimicked with spell thief at any time, and any attempt to steal another spell for spell thief removes the ability to cast the previous spell. Charisma is your spellcasting ability for this spell, and no material or somatic components are required except for the card the spell is stored in. You may record a spell once, and regain the ability to record another spell after you finish a long rest.

At 13th level, you may record a single 6th level or lower spell and may have up to two spells recorded at once.

At 17th level, you may record a single 9th level or lower spell and may have up to three spells recorded at once. You are also able to completely nullify it if you are its target and is successful on its saving throw.

One with the Cards

Beginning at 13th level, you gain the ability to see and hear, through a card. You can perceive through the card for 1 minute. Additionally, you can expend a Gamble Point to swap places with the card at any time as long as there is free unoccupied space where the card is.

Omnipotence Luck

When you reach 17th level, you gain the ability to manipulate your own luck but at the cost of your own life. You may apply this feature to any roll you wish, if you do, take your player level amount of d8 damage and then pick any number on the dice to use as your result.

Whenever you expend a Gamble Point to draw from your deck of playing cards for an effect and you get a Joker Card, you may draw from the Deck of Many Things instead.

Previous Versions

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